Tag Archives: meg jayanth

Thanks to a burst of focused planning, we have a bunch of forthcoming meetings scheduled for the Oxford/London Meetup. They are

London, February 16. We will be playing a variant of San Tilapian Studies, along with other short card and boardgames focused on storymaking with other people. I’m psyched about this – San Tilapian Studies takes a fair amount of prep to put together and I don’t run it frequently, so if you want to play, this is an unusual chance. We’re using a different setting and sticker set than in the original.

Oxford, April 3. Sunday afternoon pub meet-up; you may bring WIPs or other items to share if you like, though we’re not set up for actual projection or anything like that. Consider this one a really late March meeting, because SXSW/GDC/Easter weekend use up all of my actual March.

London, April 19. Exact activity TBD, though I have some interesting prospects I’m looking into.

London, June 14. Exact activity TBD, though I have some interesting prospects I’m looking into.

Thanks to Failbetter Games for their on-going willingness to co-host!

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If you are planning to be at GDC, here’s some IF-related content for you:

The list of IGF nominees can be found here. That includes the games nominated in the narrative category, for which I was one of the jury members. I’m excited about this, and I also know that this is the point at which some people are sad, either that they didn’t place or that the IGF isn’t doing everything everyone would like from it.

I’m not sure this is possible to solve, and I do think the IGF is worth doing anyway. However, I also know that just telling people “oh, hey, if you weren’t nominated, that’s not necessarily a judgment on you!” isn’t as comforting as it could be.

Hence, this year I’m going to try to be as transparent as reasonably possible about my own judging process. (I have cleared this with the organization.) We are discouraged from discussing other people’s votes and reasoning: it should be pretty obvious why that is, I think, but in any case these conversations need to happen in confidence. I absolutely do not speak for the whole of the jury in what follows, and other people had other views. But I’m allowed to talk about my thinking.

80 Days is a gorgeous iOS game from inkle studios and a script by Meg Jayanth, who (among other things) did the StoryNexus Samsara project. 80 Days takes off from the Jules Verne novel about Phileas Fogg’s round-the-world race; but it adds steampunk elements to the setting (I realize that some people feel about steampunk the way I feel about zombies) and allows the player to set the route, casting him in the role of Fogg’s valet Passepartout. Different routes take different amounts of time and have different costs associated with them; money and health are both resources that must be replenished periodically. The player can also buy (or more rarely acquire through narrative events) various inventory items that make the trip more comfortable, reveal new routes, or sell for fantastic profits in distant cities. It’s also slightly more constrained than the big open map might initially make it seem: you can’t really backtrack in some cases, even if there’s a nominally valid route in a particular direction and even if you the player think it would be a good idea.